• Title/Summary/Keyword: Content Industry

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Content Industry Support Fund in Digital Media Environment: Focusing on New Content Fund in Korea and Culture Tax in France (디지털 미디어 환경의 콘텐츠 산업 진흥기금: 상상콘텐츠기금과 프랑스'문화세'를 중심으로)

  • Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.146-160
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    • 2014
  • The purpose of this study is to suggest the goal and potential contributors of public fund for content industry in digital media environment with regard to the new content fund which Korean government has tried to establish since 2013. The study focuses on value transfer toward the digital content distributors as stressed by the French government introducing Culture tax on smart device. As the concentration of added-value poses a problem hampering the co-evolvement of total ecosystem, the goal of new content fund should focus on financing and digitalization of content, which should be financially contributed by content service providers and smart device manufacturers.

Evaluation of Researches on Strategy Content in Healthcare Organizations

  • Suh, Won-S.
    • Korea Journal of Hospital Management
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    • v.12 no.4
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    • pp.68-95
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    • 2007
  • The purpose of this paper is to provide the comprehensive review of empirical investigations in strategy content in healthcare organizations. Given the absence of relevant reviews in assessing an external validity of strategy content research in the healthcare industry, the paper, by taking convergent view, discern two main streams of research in the school of content: (1) the strategy-structure-performance (SSP) contingent, and (2) competitive strategies which test the propositions that business strategy, industry structure (IO economics). Finally, the paper suggests some future direction for research in this area.

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A Study on Urban Regeneration Using Historical and Cultural Resources The Case of the District of Junggu-dong, Andong City (역사문화자원을 활용한 도시재생 방안 연구 - 안동시 중구동 사례로-)

  • Kim, yong-nam;Hong, Hyung Chul;Kwon, gi-Chang
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.385-386
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    • 2018
  • 본 연구는 안동시 중구동을 사례로 역사문화자원을 활용한 도시재생 방안을 제안하였다. 주요내용은 관광상품개발, 체험프로그램, 축제이벤트, 스토리텔링, 영상콘텐츠개발, 환경정비가 있다.

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The Relative Importance and Priority of Game Contents Industry Policy (게임콘텐츠산업정책의 우선순위에 대한 연구)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.55-66
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    • 2019
  • This research studied how game contents related experts recognize the transition of contents industries in intellectual information era. This study also studied experts' priorities of evaluation elements in contents industry policies. For this, Analytic Hierarchy Process was utilized to analyze the relative importance and priorities of evaluation elements in contents industry policies. According to the analysis, the order of priorities was 'strengthening content technology', 'training content experts', 'improving the contents-related system' and 'strengthening content usage and consumer safety'. Also, in complex importance analysis, 'strengthening R&D system for content' was gauge as the most important element. In the analysis about each related group's thinking, industries and policy institutes considered 'strengthening content technology' important and academia evaluated 'training content experts' as the most important one.

A Study on the Standard Policy for the Development Cost of Media Convergence e-Learning Contents (미디어 융복합 이러닝 콘텐츠 개발대가 산정기준에 관한 연구)

  • Han, Tae In;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.47-55
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    • 2015
  • In e-learning industry which represents the convergence of IT and education, the standard of e-learning content development cost has been calculated according to the guideline or standard of existing similar industries without considering the characteristics of the industry until today. The absence of contents development cost standard related to e-learning has been recognized as one of the most difficulties in e-learning industry. The calculation of the content development cost without reflecting the characteristics of e-learning industry has bad effects such as the degradation of content quality and development of e-learning industry, and the growth obstruction of them. This paper suggest a standard of development cost for e-learning content development considering the characteristics of e-learning industry. We analyse current problems and the characteristics in e-learning industry, and define the development cost standard. We propose the methodology for developing e-learning industry and for contributing quality improvement of e-learning content.

A Comparative Study of the Digital Content Industry and its Assessment Frame (디지털 콘텐츠 세부산업의 평가프레임 제안 및 유망성 비교분석)

  • Park, Dong-Un;Park, Young-Seo;Kim, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.38-44
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    • 2006
  • With the expansion of internet diffusion, the digital content industry in such sector game, animation and e-learning shows rapid growth and, accordingly it becomes important for policy makers to provide its technical R&D directions ensuring successful commercialization. This paper provides details on the business and industry assessment, and further, proposes substantial support over industries as well as academia. The Business Opportunity Engineering(BOE) process, revised and systemized assessment frame of the seven steps of SRIC-BI process, has been applied to assess and compare the digital content business and industry.

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Measurements of Salinity and Salt Content by Menu Types Served at Industry Foodservice Operations in Daegu (대구지역 사업체급식 메뉴 유형별 염도 및 소금함량 측정)

  • Kim, Ji-Ae;Kim, Yun-Hwa;Ann, Moon-Young;Lee, Yeon-Kyung
    • Korean Journal of Community Nutrition
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    • v.17 no.5
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    • pp.637-651
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    • 2012
  • The purpose of this study was to investigate salinity and sodium content in foods served at industry foodservice operations in selected workplaces in Daegu. The researcher collected 1,142 food items categorized into 22 menu item groups from lunch samples served at 100 industry foodservice operations and measured the salinity of the food items, and calculated sodium and salt contents from the salinity. In terms of salt content of one meal at each workplace, 46% of the meals were 3-<5 g, and only 3.0% of them were 1.7 g or less, which is one third of the daily target intake (5 g) presented by the Dietary Reference Intakes for Koreans. In terms of sodium content, 35.3% of the meals were 1,000-< 1,500 mg (most), and only 2.5% of them were 667 mg or less, which is, again, one third of the daily target intake. As to the salinity of each menu item group, side dishes such as sauces, kimchi, seasoned vegetables, hardboiled foods, and stir-fried foods were significantly higher, but the sodium content was not higher, because their quantity per serving was small. The salinity of foods with liquid such as stews, noodles, soups, and broths was relatively lower, but the sodium content was higher, because their quantity per serving was large. This indicates that an education program should be developed for foodservice workers who prepare food for the workplace regarding the development and promotion of various menus for reducing sodium content, in order to reduce sodium content in meals served by food service in the workplace.

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

A Study on the Fair Trade of Content Rights: Protecting Small & Medium Sized Content Creators and Publishers in the Nested Publishing Industry (콘텐츠 권리의 공정거래에 관한 연구: 출판산업 가치사슬에서 중소 콘텐츠 창작자와 출판업자의 권리 보호)

  • Choi, Gyoung-Gyu;Lee, Young-Dae
    • The Journal of Small Business Innovation
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    • v.20 no.2
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    • pp.51-66
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    • 2017
  • Online and wireless communications have dramatically changed the contents industry marketplace. Content transactions are now instantaneous as distribution channels move from the 'mart' to smart platforms, creating opportunities for content creators large and small. Yet with opportunity comes the threat of imbalance in the industry ecosystem. In order to ensure the health and diversity of an industry that relies so heavily on the welfare of small creative enterprises, it is essential to establish rules for the fair transaction of content rights. Several structural forces may work against such rules: first, the industry consists of a large number of small distributor intermediary businesses (e.g. major publishers); second, end distributors (e. g. platforms) maintain a superior, monopsony position; and third, economic valuation of content is difficult. In terms of acquisition business model, rights transactions can be classified into three general models: (1) license model, (2) original acquisition model, and (3) monopsony model. This study explores the publishing industry in detail, considering key statutes and their operation across the models. From analysis of Korea and the US statutes and case law, and decisions of the Fair Trade Commission (FTC) of Korea, we offer evaluation criteria for discerning between fair and unfair content rights transactions. We further recommend industry practice that may enhance the likelihood for fair content rights transactions, and thus a thriving publishing ecosystem.

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Activation of Culture and Content Industry and Necessity of Security Industry & Concert Hall Safety (문화콘텐츠 산업의 활성화와 공연장 안전 및 보안 산업의 필요성)

  • Choi, Jeong-Il;Jang, Ye-Jin
    • Convergence Security Journal
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    • v.16 no.3_2
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    • pp.55-63
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    • 2016
  • The purpose of this study is that there viewing at the future development direction and awareness of the cultural contents industry targeting college students for the activation of the domestic cultural content industry. And we want to find the need of the security industry & Concert Hall Safety. Recent worldwide it has occurred 'Soft target' terror targeting unspecified civilian in the cultural space of theater and music venues, stadiums etc. But security and safety systems against terror in Korea are very deficient situation. US security market has increased sales significantly interest in increasing against crime and terrorism prevention and depending on the price cut and technology development. It is expected to require a security industry in a variety of applications to the cultural contents industry development about Korean pop music and theatrical performances, and internet and mobile games stc.